Nicolas Hake
86e09049a5
Accept Ogre 1.6.5 meshes too
...
Mesh file format 1.40 seems to differ in CID_Mesh_LOD chunks only, which
are ignored anyway.
2010-03-07 01:05:16 +01:00
Günther Brammer
8753019c77
Script: Remove last remains of obj->C4ID::Foo()
...
They didn't do anything anyway anymore besides using a TODO marker.
2010-03-06 20:51:14 +01:00
Günther Brammer
3e6153098b
Script: Warn about type conversions that are going to fail
...
At the moment, only function parameters are checked, and only immediate
type errors are catched - if there's a variable in between, the parser
won't see it. Still useful to catch some errors before running the
code.
2010-03-06 20:49:29 +01:00
Günther Brammer
21999a09e2
Move PageFlip() to CSurface
2010-03-05 22:15:25 +01:00
Günther Brammer
4204e2fa44
Move the console-window-update-hack to SetInitProgress
...
This avoids drawing to a surface while the surface is created, or during
other DebugLog stuff. SetInitProgress should be called during relatively
stable points.
2010-03-05 01:13:06 +01:00
Günther Brammer
e09b3b02b3
Scriptparser: Fix crash on C4ID starting with a number
...
The C4ID syntax removal was not thorough enough: The tokenizer did
nothing in the C4ID state anymore except traversing the string, but not all
instances of reaching that state were removed. As a result, the tokenizer
read past the script end.
2010-03-05 00:26:29 +01:00
Günther Brammer
4859f84eff
X11: If there are already events in the queue, signal a timeout
...
Apparently, software rendering drains the X11 fd. The input code relied on
nothing reading from the fd outside of the event handler, so that the fd
was always readable when new events had arrived. Work around this by
signalling a timeout when there are already events in the internal X11
event queue.
2010-03-04 23:33:11 +01:00
Günther Brammer
09aa0197e7
Fix C4Application::ApplyResolutionConstraints
...
It was broken when moved from ConfigGraphics to Application.
2010-03-04 22:56:39 +01:00
Günther Brammer
90a3c69791
X11: Fix developer mode GuiDialogs
...
Windows drew the dialog to the global back buffer at some random position
and copied the contents to the window. Instead, just draw the dialog at the
right position in the window.
Also, implement HandleMessage.
2010-03-05 22:15:48 +01:00
Günther Brammer
8d81513c40
OpenGL: Clean up the context handling
...
Instead of sprinkling calls to select the right context throughout the code,
store the context to use in the CSurface, and create a CSurface for every
window that's drawn to, and use that as the target parameter for the drawing
calls. D3D is probably even more broken now, but it should work just fine with
the right surface creation incantation.
2010-03-06 15:07:30 +01:00
Günther Brammer
ed66b27cf3
Finally move the Log() declaration where it belongs
...
In the old days, the code was split in two parts - C4* files in one part
and the other files. Long, long ago, the other files were presumably used
by other programs, but that wasn't true since the GWE at least. But the
split was maintained, except for the Log functions. Now that everything
is one giant bunch anyway, the Log functions can be declared in C4Log.h
again.
2010-03-04 22:16:55 +01:00
Günther Brammer
e30ff99d6a
Remove all superflous #include <Standard.h>
...
Standard.h is included by C4Include.h, and every file includes that.
2010-03-04 22:11:12 +01:00
Günther Brammer
30b6a0c1bb
Add missing #include <C4Include.h>
...
Every Clonk source file must include this one.
2010-03-04 22:12:35 +01:00
Günther Brammer
e3292ad0f5
Remove obsolete code introduced by the debugger merge
2010-03-05 22:25:37 +01:00
Günther Brammer
b81931a419
Miscellanous FIXME removals
2010-02-23 21:49:57 +01:00
Tobias Zwick
b032bb087c
hotfix: engine compiles again
2010-03-03 15:54:45 +01:00
Nicolas Hake
ad1b75a071
Mesh loader: Suppress complaints about some chunks we don't care about
...
Ignores CID_Submesh_Name_Table and CID_Edge_List.
2010-03-02 22:48:44 +01:00
Nicolas Hake
f2d1e1e871
Mesh loader: Fix 64bit linux and correctly read colors
2010-03-02 22:48:42 +01:00
Armin Burgmeier
6de92499e6
Fix compilation with MinGW
2010-03-02 18:56:18 +01:00
Tobias Zwick
1f97cb4dc0
stackable-display-fix; renamed all IDs to long IDs according to script guidelines; cleanup
2010-03-02 17:24:51 +01:00
Nicolas Hake
11e9f3235b
Prefer loading meshes from binary format
...
This implements a loader for Ogre's binary mesh format. Loading times
are vastly superior to the TinyXML parser. If no binary mesh exists,
the loader will fall back to parsing XML.
This changeset introduces a dependency on the Boost libraries.
2010-03-02 17:12:28 +01:00
Carl-Philip Hänsch
411a61276b
Removed more shareware restrictions
...
Lobby: Desaturation filter and watermark on unregistered players gone
Startup: Doesn't show "Unregistered" anymore
About: No "register now button"
Network: /regjoinonly switch removed
2010-03-02 10:03:29 +01:00
Sven Eberhardt
8f83d4853e
fix additional def graphics name and zoom ( #100 )
2010-02-28 14:35:48 +01:00
Nicolas Hake
766abfd190
msvc: Working build on x64
...
Win64 is a LLP64 architecture, so please don't use a long for storing
pointers. Use intptr_t instead.
2010-02-28 01:42:57 +01:00
Nicolas Hake
0b137e8cd5
msvc: Build fixes for x64 compatibility
...
I don't know whether it works, because I don't have 64 bit libraries at the
moment. But at least the syntax errors are gone.
2010-02-27 14:48:01 +01:00
Martin Plicht
15967dc313
Reorder preprocessor directives in C4AulDebug.cpp to make compiler happy
2010-02-24 19:16:17 +01:00
Tobias Zwick
028456affe
removed some old control stuff from the gui
2010-02-24 18:52:58 +01:00
Martin Plicht
a6a12309e9
Merge with debug
2010-02-24 17:30:32 +01:00
Martin Plicht
b84561075e
Fix Some C4GamePadControl compiler errors when compiling with SDL
2010-02-24 16:49:00 +01:00
Martin Plicht
b8309bd851
Fix SDL code that still used DDrawCfg.Windowed
2010-02-24 12:49:08 +01:00
Sven Eberhardt
c882b3ba9b
send perioic gamepad axis change callbacks even if direction didn't change
2010-02-24 00:34:25 +01:00
Sven Eberhardt
dda34d3897
send perioic gamepad axis change callbacks even if direction didn't change
2010-02-24 00:18:07 +01:00
Richard Gerum
3a18f4d41f
added throw animation
2010-02-23 19:51:29 +01:00
Martin Plicht
2bb528b5d4
Define NOAULDEBUG to compile without C4AulDebug
2010-02-23 19:29:26 +01:00
Sven Eberhardt
25e5279c0d
implement gamepad axis strength parameter in player controls
...
lowered axis threshold to 20%
2010-02-23 17:53:38 +01:00
Richard Gerum
f588a8723e
fixed pictures of mesh objects
2010-02-23 16:52:46 +01:00
Tobias Zwick
9f8337972c
LF line endings
2010-02-23 13:05:13 +01:00
Tobias Zwick
5c109117fe
Texture changes, authors.txt structure, fixed #160 , ControlJump for attached objects
2010-02-23 12:50:14 +01:00
Richard Gerum
c1aa47c237
ingame pictures of objects half working (meshes seem not to work and overlaid pictures)
2010-02-23 00:56:34 +01:00
Sven Eberhardt
526158dfe3
fix input binding fallbacks ( #158 )
...
compile fix
2010-02-23 00:35:06 +01:00
Tobias Zwick
cb2a4f3e04
#67 Cleanup: Old HUD
2010-02-22 18:35:51 +01:00
Tobias Zwick
546f93938f
icon with clearer borders
2010-02-21 21:42:30 +01:00
Martin Plicht
8e1390c92e
debug branch brought up to date
2010-02-19 15:54:31 +01:00
Martin Plicht
16c4173d66
Mac: Use stringWithUTF8String instead stringWithCString
2010-02-19 15:42:24 +01:00
Martin Plicht
1063dbf413
Mac: Include MacUtility.h in OpenURL.cpp
2010-02-19 13:52:35 +01:00
Günther Brammer
5d05efefc4
Remove CollectionLimit
...
Use RejectCollect instead.
2010-02-18 21:47:11 +01:00
Günther Brammer
86b1ff47e6
Clean the windowed mode configuration switch
...
Instead of doing the resolution switch deep inside the OpenGL initialisation
code, the Application does it on startup, and the code responsible for
runtime resolution switches is responsible for the resolution-dependant
initialisations.
Unfortunately, the D3D code uses two different but similar pieces of code
for both cases, which need to be merged.
2010-02-18 21:19:04 +01:00
Günther Brammer
f7a7dd41d1
Remove blitoffset option
...
It's only use was to compensate for the 0.5 pixel offset d3d applies to
everything. Do that directly in d3d specific code instead.
2010-02-18 21:11:14 +01:00
Günther Brammer
5c37e0e236
Remove manual clipping
...
A complicated workaround for obsolete hardware.
2010-02-18 17:26:01 +01:00
Günther Brammer
52b6028a2a
Remove NoAlphaAdd, PointFiltering, AdditiveBlits, NoBoxFades and GLKeepRes
...
These were workarounds for limitations of obsolete hardware.
2010-02-18 17:24:43 +01:00
Tobias Zwick
16c20cff1a
cleaned up obsolete scenario.txt options, enabled peter-scroll
2010-02-19 00:03:53 +01:00
Tobias Zwick
25a6eb1c94
inventory system changes, removed Explode() from the engine, granite != Paint spray can
2010-02-18 22:22:58 +01:00
Asmageddon
f3fcf7e80e
fix key release event not being triggered if shift state changed during key hold ( #134 )
2010-02-18 18:43:38 +01:00
Günther Brammer
ff8d950e85
Remove C4ENGINE define
...
Most files using it weren't used by c4group-the-application anymore, and
the remaining stuff can be dealt with by using stubs or the same code in
both cases.
2010-02-17 22:59:46 +01:00
Günther Brammer
fd07c9e385
Fix SDLApp
2010-02-17 23:00:01 +01:00
Günther Brammer
a16df97a95
Various cleanups in the platform code
2010-02-16 02:54:02 +01:00
Martin Plicht
cf382f34ce
Merge, resolving C4NetIO conflict
2010-02-03 03:39:21 +01:00
Armin Burgmeier
3fc5ec0cb7
Use FIXED for animation position and weight, to fix desync while hangling
2010-02-02 19:25:51 +01:00
Benjamin Herr
00c747aebe
C4NetIOTCP: Removed assertions from bug #101
...
The non-winsock part of the code was making some funny assumptions about
the the connection/peer lists staying consistent with the pollfd array,
so we use a pollfd map instead.
---
src/network/C4NetIO.cpp | 32 ++++++++++++++++----------------
1 files changed, 16 insertions(+), 16 deletions(-)
2010-02-02 16:41:18 +01:00
Benjamin Herr
df0ff9ef00
C4NetIO::Execute: Extend std::vector lifetime as something points to it
...
In the not-STDSCHEDULER_USE_EVENTS case, the fds pointer will point to
the elements of a vector with automatic storage duration and then
outlive its lifetime, causing undefined behaviour.
---
src/network/C4NetIO.cpp | 2 +-
1 files changed, 1 insertions(+), 1 deletions(-)
2010-02-02 15:22:33 +01:00
Nicolas Hake
b2c87a636e
Smart search for scaled facets
2010-02-02 14:39:58 +01:00
Sven Eberhardt
6f7111cb52
reset GL texture coordinate source after mesh rendering (fix crash at game end)
2010-01-30 18:56:11 +01:00
Sven Eberhardt
dfbcfb29e3
fix script string table leak
2010-01-30 17:51:26 +01:00
Tobias Zwick
c55caabed8
opengl as default
2010-01-30 16:49:03 +01:00
Nicolas Hake
0483024f39
#121 : Fixed messages containing object picture specification
2010-01-30 10:17:40 +01:00
Armin Burgmeier
bb28160406
Allow attaching an object's mesh instance, add SetAttach{Bones,Transform}
2010-01-29 22:18:18 +01:00
Armin Burgmeier
5101d10e37
Added cull_hardware setting to material scripts, make bow string visible
...
By not culling it. See Bug #120 .
2010-01-29 15:58:33 +01:00
Nicolas Hake
8c87becfd1
Fix Win32 virtual key constants
2010-01-28 11:07:12 +01:00
Armin Burgmeier
1c1ec4beba
Added a Dvorak control set
2010-01-27 22:36:27 +01:00
Armin Burgmeier
18c7855bb6
Fixed two crashes in the animation code
2010-01-27 22:03:26 +01:00
Armin Burgmeier
5131dea942
Make animations of attached meshes actually work
2010-01-27 21:03:24 +01:00
Armin Burgmeier
6d1be45a79
Buildfix
2010-01-27 21:02:37 +01:00
Nicolas Hake
b3a3a045b6
Remove StdMesh.h from StdDDraw2.h, use fwd declarations
2010-01-27 16:50:07 +01:00
Armin Burgmeier
9fc4517be3
Add functionality to make attached meshes play animations ( #115 )
2010-01-26 23:22:26 +01:00
Sven Eberhardt
bfe0baa299
fix a few memleaks+unnecessary reinitializations of fonts
2010-01-26 22:47:40 +01:00
Armin Burgmeier
8b3eb2b30e
Allow attached meshes to use an arbitrary transformation ( #116 )
2010-01-26 22:42:12 +01:00
Sven Eberhardt
24fe02b12f
fix message offsets on GUI objects
2010-01-26 19:35:34 +01:00
Sven Eberhardt
692c5a053d
fix MSVC9 build
2010-01-26 19:35:15 +01:00
Armin Burgmeier
fe46b31c04
Fix mesh display problems ( #109 )
2010-01-26 17:17:43 +01:00
Armin Burgmeier
47ea7af718
Move change-of-basis to StdGL, fixing the lighting
2010-01-26 15:28:32 +01:00
Benjamin Herr
09d8c844bc
strip entered IP addresses/hostname of whitespace before resolving
...
It is easy to accidentally paste whitespace along with the actual
connection information into the Play Network Game window's entry.
Fortunately it is also easy for us to handle this by removing that
whitespace before passing the string on.
2010-01-26 03:11:16 +01:00
Benjamin Herr
d373e8b317
Fixed mesh/mesh material loading for non-english locales
2010-01-26 00:55:48 +01:00
Tobias Zwick
cc65fb8e73
wrong initialization
2010-01-26 00:07:17 +01:00
Benjamin Herr
f3b35227ea
avoid lots of gcc warnings
2010-01-25 05:00:59 +01:00
Armin Burgmeier
3ef547e58a
Fix the build on Linux
2010-01-25 20:17:29 +01:00
Armin Burgmeier
a528c7618f
Add more comparison operators to C4Id, fixing the build
2010-01-25 20:17:17 +01:00
Sven Eberhardt
d397a5b0a1
fix build on MSVC9 w/o boost
2010-01-25 19:02:14 +01:00
Nicolas Hake
ed6f9424d7
Allow IDs longer than 4 characters
...
All C4IDs are now stored in auto-created global constants with the same name
as the ID itself. There is no special parsing of IDs anymore; this means that
you need to use the C4Id function if you aren't sure whether an ID exists.
IDs in portrait strings aren't working, since I expect portrait support to be
removed from the engine.
2010-01-25 16:57:57 +01:00
Nicolas Hake
c99c3d7a94
Allow empty icons for AddMenuItem
2010-01-25 16:54:38 +01:00
Nicolas Hake
be39732a8f
Implemented fixed ordering in DirectoryIterator
...
This should alleviate loading order differences from different
OSes somewhat. Since the iterator currently employs a lexicographic
ordering, there are probably still problems when one player has
their packages unpacked, while another one has theirs packed.
This should go away once we employ a sane format for game packages.
2010-01-25 16:54:38 +01:00
Nicolas Hake
583f8e9799
Add deprecation macro
2010-01-25 04:14:53 +01:00
Nicolas Hake
a41f896921
Replace global C4ID consts with member consts
2010-01-25 04:14:52 +01:00
Armin Burgmeier
abe7aeb58e
Added GetAnimationName() script function
2010-01-24 16:54:22 +01:00
Nicolas Hake
1966f3a848
#104 : Allow unanimated meshes
2010-01-24 04:27:27 +01:00
Nicolas Hake
b1f0c3e1c6
Remove a49cc8f3de41 and add more solid fix
2010-01-24 02:48:55 +01:00
Tobias Zwick
eec47cc89a
control during flight doesnt slow the clonk down if he is moving faster
2010-01-23 23:58:25 +01:00
Nicolas Hake
40babd09e3
Build fix for MSVC2010
...
I think this is a compiler bug, because the standard specifies
std::list::insert to be not a template member, so it should never
accept int as value
2010-01-23 19:12:15 +01:00
Richard Gerum
19626dc16a
added sword and sword animation
2010-01-23 16:20:22 +01:00
Armin Burgmeier
3b7344dbf7
Give higher-numbered animation slots higher priority, not vice-versa
2010-01-23 14:15:56 +01:00
Armin Burgmeier
98c59540a7
Fix crash when removing th last animation in a slot ( #103 )
2010-01-23 12:52:31 +01:00
Armin Burgmeier
5dcf92121d
Introduce animation stack, adapt existing scripts
2010-01-22 19:27:02 +01:00
Armin Burgmeier
039e9b49b1
Execute AbortCall for previous action before StartCall for new action
2010-01-22 15:52:01 +01:00
Nicolas Hake
37ab674acb
Implement Find_Procedure(int procedure)
2010-01-22 04:30:38 +01:00
Martin Plicht
9d565fb3fd
Debugger: Add VAR command to query the value of a variable
2010-01-21 16:22:33 +01:00
Martin Plicht
48229a8550
Merge
2010-01-17 22:22:56 +01:00
Tobias Zwick
122a73a438
Bow and arrow done:
...
+ ExtraSlot works
+ bow and arrows
+ Stackable works
+ HitCheck effect in System.c4g/HitChecks.c
2010-01-17 18:43:46 +01:00
Martin Plicht
7966e59e18
Debugger: Not scenario-relative but relative to the scenario's container
2010-01-16 05:24:10 +01:00
Martin Plicht
a519a5f352
Debugger: Send scenario-relative paths
2010-01-16 02:32:53 +01:00
Martin Plicht
98dfe3dc1a
Debugger: Return correct script path (pOrgScript)
2010-01-15 15:31:51 +01:00
Martin Plicht
cee326dd57
Debugger: Stack frame support (not finished)
2010-01-15 05:46:16 +01:00
Martin Plicht
db281e3d10
Add C4AulDebug command to toggle breakpoint (TBR)
2010-01-15 01:47:20 +01:00
Martin Plicht
42220e6859
Merge
2010-01-14 23:55:29 +01:00
Martin Plicht
5fb1c7847d
Fix some merge issues and put C4AulExec class definition into C4AulExec.h
2010-01-14 23:31:38 +01:00
Tobias Zwick
149e03682d
Merge
2010-01-13 20:19:49 +01:00
Tobias Zwick
421365c913
a few movement tests
2010-01-13 20:18:24 +01:00
Martin Plicht
03881cec3f
Add C4AulDebug.cpp (was moved from gui)
2010-01-13 19:26:03 +01:00
Martin Plicht
250d42fbff
Fix C4AulScriptContext::dump so it does not call itself -.-
2010-01-13 19:20:42 +01:00
Martin Plicht
df1e54ad14
Merge
2010-01-13 18:47:21 +01:00
Martin Plicht
6333f0e6ba
Add a NULL check in C4AulScriptContext::ReturnDump and restore put AB_DEBUG chunk before AB_RETURN
2010-01-13 18:42:15 +01:00
Martin Plicht
d732232835
Uncomment some asserts that prevent the debugger from working on OSX
2010-01-13 18:13:40 +01:00
Martin Plicht
f1b615e7ec
Merge default into debug
2010-01-13 18:07:58 +01:00
Armin Burgmeier
17635ae44c
Error out correctly in case glew cannot be initialized
2010-01-12 21:53:47 +01:00
Armin Burgmeier
e077b92b36
Added depth_write material script option
2010-01-12 21:30:36 +01:00
Nicolas Hake
7e99bb5b6a
Font rendering: Avoid relocking textures at preload
2010-01-12 19:54:51 +01:00
Armin Burgmeier
7556bc36eb
Support multiple submeshes
2010-01-12 00:54:36 +01:00
Armin Burgmeier
d844fd8e63
Added possibility to attach meshes to each other
2010-01-10 22:02:40 +01:00
Armin Burgmeier
c56dcffb2a
Fix change of basis for keyframe transformations
2010-01-08 20:21:01 +01:00
Armin Burgmeier
8f2bb99c06
Show mesh overlays
2010-01-07 23:22:20 +01:00
Armin Burgmeier
1bfb6b56ba
Merge mesh into default
2010-01-06 02:36:49 +01:00
Armin Burgmeier
6adc3a5c3e
Only sort faces if an object is drawn transparent
2010-01-06 02:28:49 +01:00
Armin Burgmeier
8abe97a6b4
Update bone transformation matrices and vertex data at most once per frame
2010-01-06 02:11:56 +01:00
Armin Burgmeier
b3e958f144
Renormalize rotational part of transformation
2010-01-05 22:35:30 +01:00
Armin Burgmeier
975235b977
Apply bone transformation in Clonk's coordinate system to keyframe translation
2010-01-05 17:40:45 +01:00
Armin Burgmeier
b12966d8da
Removed superfluous comment
2010-01-05 17:20:55 +01:00
Armin Burgmeier
4f030f3a4b
Added more math functions, some cleanup
2010-01-05 17:20:46 +01:00
Sven Eberhardt
2c75c30622
reset scroll view on keyboard command
2010-01-04 13:59:47 +01:00
Nicolas Hake
d6c50df936
Revive ssize_t definition for non-GNU targets
2010-01-04 03:18:28 +01:00
Sven Eberhardt
a0daa20466
add C4Include.h to StdMeshMaterial.cpp
2010-01-04 03:24:40 +01:00
Sven Eberhardt
652481f6a1
MSVC: exclude precompiled headers from tinyxml sources
2010-01-04 03:15:50 +01:00
Armin Burgmeier
9326b94adb
Implement simple color operations in terms of the extended ones
...
The special implementation was wrong, and we need GL_COMBINE at least for
colour_op alpha_blend anyway. This fixes the tool workshop being rendered in
the player's color.
2010-01-04 02:33:45 +01:00
Armin Burgmeier
fb95c3af2e
Merge mesh into default
2010-01-04 01:10:31 +01:00
Sven Eberhardt
a00b741611
allow throw during jump/dive; add container speed for throw
2010-01-04 00:36:55 +01:00
Armin Burgmeier
d84b3c9038
Support texture blending operations, add player color to clonk material
2010-01-03 23:58:26 +01:00
Armin Burgmeier
6deb3e9320
Skip comments in material scripts
2010-01-03 23:52:09 +01:00
Sven Eberhardt
ff0c0a6c96
decrease NoCollectDelay on handled controls
...
dont use up loam if bridge couldn't be started
2010-01-03 23:28:20 +01:00
Sven Eberhardt
eb86408bc4
goal control implemented (fanfare sound by tobyk@freesound.org)
...
allow comments (#) in lang string tables
silence some warnings
2010-01-03 17:29:40 +01:00
Armin Burgmeier
7b022d88ea
Make sure to load the exact texture that is requested, not a scaled one
...
Don't load Overlay.3.png if Overlay.png is asked for
2010-01-02 23:11:13 +01:00
Sven Eberhardt
3ac6dd25cd
fix mesh build for MSVC
2010-01-02 19:40:32 +01:00
Günther Brammer
4f08312df7
Script: Music() no longer overwrites the music settings of the user
...
If you want to stop music, you need to use SetPlayList() with a nonempty
playlist which matches no music files, " " is usually a good choice.
2010-01-02 17:33:58 +01:00
Günther Brammer
702db9dfc2
Add missing includes to C4DefGraphics.cpp
2010-01-02 17:56:19 +01:00
Armin Burgmeier
fbc6b6596a
Remove newlines from mesh/material error logs
2010-01-02 03:49:14 +01:00
Armin Burgmeier
1682dc3f78
(Mostly) honor tex_address_mode, tex_border_colour and filtering
...
Also don't load materials which produced an error while loading
2010-01-02 03:26:47 +01:00
Armin Burgmeier
56ad75ce73
Load tex_address_mode, tex_border_colour and filtering from material scripts
2010-01-01 22:20:17 +01:00
Armin Burgmeier
38a225abaa
Enable backface culling
2010-01-01 16:03:56 +01:00
Armin Burgmeier
394e023bbb
Fix alpha blending; use glInterleavedArrays
2010-01-01 15:26:54 +01:00
Armin Burgmeier
6bc38aa01b
Compute inverse CoordCorrection matrix directly
2009-12-31 18:18:58 +01:00
Armin Burgmeier
da17b5a82d
Apply bone translation in keyframes correctly
2009-12-31 16:25:22 +01:00
Tobias Zwick
25c670041b
buildfix
2009-12-31 02:48:43 +01:00
Armin Burgmeier
e66de9ba49
Fix the debug build
2009-12-30 23:13:31 +01:00
Armin Burgmeier
7c5619646c
Allow a mesh to play multiple animations at the same time
2009-12-30 21:41:56 +01:00
Armin Burgmeier
6c00302928
Skip preanimate step; compute transformations in realtime
...
This allows multianimations, and does not suffer from child bones being
animated at a higher resolution than parent bones
2009-12-30 17:47:55 +01:00
Armin Burgmeier
1f1c7902c3
Reset texture matrices before rendering a texturized mesh
2009-12-29 18:37:28 +01:00
Günther Brammer
bf1b347d1a
netio error message fix
2009-11-03 00:59:27 +01:00
Günther Brammer
75ae48f984
OpenGL: Cleanups
2009-10-26 00:05:16 +01:00
Günther Brammer
e592ca643c
Move prototypes back to C4Prototypes.h
2010-01-02 01:19:42 +01:00
Günther Brammer
d4cb25cf39
Reorganize C4Include.h and Standard.h
...
All plattform stuff is now in Standard.h, while C4Include.h just includes
a bunch of headers. Mostly headers from the standard library, because
those change very seldom.
Also remove the ptrdiff_t typedef, properly include <cstddef> instead.
2010-01-02 01:11:54 +01:00
Günther Brammer
69acebe64a
Add missing includes to C4PlayerControl.cpp
...
Before, it only compiled with MSVC by accident.
2010-01-02 01:12:35 +01:00
Sven Eberhardt
b0b146b7c2
add C4GFXOV_MODE_Rank
...
rank symbols reimplemented using internal ranks
2010-01-01 21:35:23 +01:00
Sven Eberhardt
23a206ccdd
implement *Mouse*Wheel1Up/Down for player controls
...
implement mouse wheel viewport zoom as async PlayerControl
2009-12-31 18:20:45 +01:00
Sven Eberhardt
8b4006da08
fix scheduler blocking by unblock proc
2009-12-31 18:10:55 +01:00
Sven Eberhardt
eee6c4ac4d
fix interactive thread
2009-12-31 17:01:45 +01:00
Sven Eberhardt
46bbbefc00
engine drag gfx rework
2009-12-31 15:50:42 +01:00
Nicolas Hake
07cd8b696c
C4RTF: Accomodate case sensitive file systems
2009-12-31 04:00:04 +01:00
Nicolas Hake
48986e9050
Rename C4RTF.h as well
2009-12-30 20:49:15 +01:00
Sven Eberhardt
6b89a5dd57
engine support for Drag+Drop in script (WIP)
2009-12-30 20:16:32 +01:00
Sven Eberhardt
f0e361e302
fix CID_PlrControl in network
2009-12-30 01:56:52 +01:00
Sven Eberhardt
46b39ce80f
fix PSF_PlayerControl lookup in global namespace only
2009-12-30 00:44:43 +01:00
Sven Eberhardt
21590e58c3
+ MouseSelectionAlt: Callback for right-click on C4D_MouseSelect objects
2009-12-29 18:54:39 +01:00
Sven Eberhardt
b80ae6daf5
fix GameMouse*Button* in DownKeys
...
add scenario local player controls
2009-12-28 14:36:06 +01:00
Sven Eberhardt
e53332b446
+ FnSetControlEnabled
2009-12-27 19:11:14 +01:00
Sven Eberhardt
89c461ec13
fix mouse selection of GUI objects
2009-12-22 22:10:42 +01:00
Sven Eberhardt
69c0d1f92a
fix right mouse button player control event
2009-12-22 21:16:08 +01:00
Nicolas Hake
5a704ede7a
Clear sectors after objects have been deleted (avoids assertion)
2009-12-22 18:19:51 +01:00
Nicolas Hake
945cd804fc
#59 : Fix crash on action change to empty NextAction
2009-12-21 13:50:42 +01:00
Nicolas Hake
1c11c4dd34
Merged PlrCtrl into default
2009-12-17 14:06:24 +01:00
Tobias Zwick
d47100ae78
fixed scripted base behaviour, removed player hud
2009-12-16 00:55:45 +01:00
Tobias Zwick
708376f310
Wealth-display
2009-12-15 20:30:00 +01:00
Tobias Zwick
ef778d631a
removed ConvertGoals() (backward compatibility with Clonk4)
2009-12-14 22:46:10 +01:00
Tobias Zwick
450ee578c4
callback to script: DeRecruitment
2009-12-14 22:44:55 +01:00
Nicolas Hake
963dbe463b
#57 : Ensure global variable "Action" exists before assigning
2009-12-14 14:16:09 +01:00
Tobias Zwick
a7f93779c9
Digging with shovel + effects, that *UseStop is called should be guaranteed
2009-12-06 20:14:30 +01:00
Tobias Zwick
0c6eaa796a
object selector can select vehicles and structures, proposed rank system
2009-12-04 15:49:11 +01:00
Tobias Zwick
025bd264b0
lower HUD gets updated, improvements on upper HUD
2009-12-01 00:41:37 +01:00
Tobias Zwick
edec15d64f
merge
2009-11-30 17:24:14 +01:00
Tobias Zwick
b2f2ef4d9b
inventory hud (unfinished), acceleration during FLIGHT and WALK, old HUD (DrawCursorInfo) commented out
2009-11-30 16:57:37 +01:00
mizipzor
a53dae0c1b
Fixed compilation in MSVC2010
2009-11-25 19:38:54 +01:00
Nicolas Hake
1a933780d4
Fix assertion and crash on game teardown ( #37 , #42 )
...
Also, the build works on linux again. Whee!
2009-11-25 16:04:32 +01:00
Nicolas Hake
9ef7fc0d96
Script: Expose string tables at runtime
...
Use Translate(string) to access the translation
2009-11-12 16:57:37 +01:00
Nicolas Hake
55c86b2001
MSVC: Re-enable deprecation warnings
...
The reason those were disabled have been warnings about not using MSVC's
"secure" CRT functions and non-standard-C POSIX functions. Those warnings
have been disabled selectively by command line macro definitions.
2009-11-12 14:14:08 +01:00
Maikel de Vries
a5704a9532
System.c4g: GetTaggedPlayerName from engine to C4Script + some translations.
2009-11-05 17:19:12 +01:00
Nicolas Hake
49b920b92a
Return correct value from GetPlrColor
2009-11-06 01:14:33 +01:00
Nicolas Hake
83a1402c21
win32/gl: Window border hidden in plr mode only
...
Maybe it's a good idea to not hide the border of developer mode windows.
2009-11-04 23:11:21 +01:00
Nicolas Hake
89749eee5a
win32/gl: Enable switch to fullscreen in debug builds also
...
Furthermore, I've disabled the window frame while rendering with GL, because
switching from fullscreen to a window with a border and title bar tries to
draw under the border instead of in the client area only. I'm fully aware
this is a hackaround, but if you're using Windows and OpenGL while NOT
testing the mesh branch, it's your own fault.
2009-11-02 16:49:37 +01:00
Nicolas Hake
0dc14ae40e
win32: Unbreak fmod, remove MCI
...
USE_FMOD define renamed to HAVE_FMOD to bring it in line with HAVE_SDL_MIXER.
MCI removed since nobody was using it anyway, and half of its functions were
stubs.
2009-11-02 14:18:47 +01:00
Nicolas Hake
4bda27997c
win32: Allow windowed mode
...
Frontend dialogs aren't resized since they would have to be destroyed
and re-created in the current implementation; this should change to an
auto-layouter as in other widget toolkits.
This is an OS independent problem though.
2009-10-23 03:53:16 +02:00
Armin Burgmeier
49e607bab0
Added includes and forward declarations, fixing the build
2009-10-26 00:09:34 +01:00
Günther Brammer
cb01137562
X11: Be more careful regarding input
...
Also, use Xutf8LookupString instead of XmbLookupString and iconv.
2009-10-23 01:47:03 +02:00
Günther Brammer
442d5b2c58
X11: Flush requests after event processing
...
This fixes the "window manager thinks Clonk has hung" problem.
http://bugs.openclonk.org/view.php?id=3
2009-10-24 01:35:46 +02:00
Nicolas Hake
b3ab7fab5b
Strip down C4Include.h to encourage self-sufficient sources
2009-10-23 09:29:58 +02:00
Nicolas Hake
2217d78448
CR#2659/CR#2662: Add Find_Controller/Find_ActionTarget2
2009-10-23 08:14:49 +02:00
Nicolas Hake
8476695d25
#36 : win32/opengl: Notify gfx engine about res change
...
In debug builds, CStdGL didn't get notified about the new resolution when it
was changed at runtime, so the GUI assumed the old resolution to be still in
effect.
2009-10-23 00:04:49 +02:00
Nicolas Hake
8736ab11bc
Script: Allow \n, \x??, \??? escapes
2009-10-21 04:34:15 +02:00
Nicolas Hake
86e52a9295
#24 : C4Script: Allow strings of arbitrary length
2009-10-21 03:41:55 +02:00
Nicolas Hake
52bde5a579
Remove BIG_C4INCLUDE define
2009-10-20 06:21:12 +02:00
Nicolas Hake
f0fdf5e992
Prepare for precompiled headers
2009-10-20 05:39:24 +02:00
Nicolas Hake
7b2d506869
Remove unused DInput/DSound code
2009-10-20 04:33:05 +02:00
Armin Burgmeier
3b0d49e8c0
Fix WASD movement on X11
2009-10-20 01:04:07 +02:00
Armin Burgmeier
e2eb0446ee
Replace strnicmp by SEqualNoCase
...
The former is non-standard (my Linux doesn't have it)
2009-10-18 12:33:48 +02:00
Sven Eberhardt
f0582c8300
mouse game coordinate fix
2009-10-17 22:40:11 +02:00
Sven Eberhardt
448bba9ff5
scripted mouse control fixes
2009-10-17 22:20:36 +02:00
Sven Eberhardt
9be7a2724a
added mouse support for scripted player controls
2009-10-17 17:53:26 +02:00
Sven Eberhardt
6ee52433b2
killed most of internal mouse control
...
fixed mouse selection category
2009-10-16 23:07:43 +02:00
Sven Eberhardt
1c941adddc
fix gamepad control
2009-10-16 16:23:17 +02:00
Armin Burgmeier
ab7890a307
Fixed the build on Linux
2009-10-15 23:43:29 -04:00
Nicolas Hake
92c2d41d1e
#45 : Make GFXOV_Mode_Action work again
...
This overlay mode was broken by the proplist change.
2009-10-14 23:44:18 +02:00
Sven Eberhardt
4237837bb3
experimental gamepad config
2009-10-14 23:29:27 +02:00
Sven Eberhardt
40f3fb87bd
X11 and SDL keyboard input processing accept case insensitive key definitions
2009-10-14 20:15:05 +02:00
Sven Eberhardt
064678c82e
display name of selected control set in player property dialog (temp solution)
2009-10-14 19:52:40 +02:00
Sven Eberhardt
87e0548bd0
PrefControl switched to new player control method
2009-10-14 18:46:22 +02:00
Richard Gerum
0dac409510
merged default into mesh
2009-10-14 16:42:23 +02:00
Nicolas Hake
314e106dbf
#40 : win32: Fix message filtering in StdScheduler
...
StdScheduler used a message filter that didn't match the messages that
using the task switcher generated, so it always waited for an input
or timer message before dispatching.
2009-10-14 01:41:27 +02:00
Nicolas Hake
a54d5e7488
#44 : Fix grabbing objects
...
C4Object::SetActionByName(const char*,...) didn't forward its parameters
to the SABN doing the real work.
2009-10-13 23:43:12 +02:00
Sven Eberhardt
fa01fbfb0c
config: portrait saving in player file disabled by default
2009-10-13 22:21:33 +02:00
Sven Eberhardt
8098b31bce
player control init: fallback to existing control sets if selected control set not found
2009-10-13 22:02:44 +02:00
Sven Eberhardt
15c95d5c57
allow local game player join from unpacked player file
2009-10-13 20:42:20 +02:00
Sven Eberhardt
af8a4d56b7
silenced some msvc warnings
2009-10-13 20:41:57 +02:00
Tobias Zwick
1537104306
Removed parts of the old HUD, minor fixes:
...
+ removed the Captain/GetCaptain/rendering
+ removed energy bars
+ added the possibility for the crew selector to display different ranks for different clonk types
+ fixed GetCrewSelected
2009-10-13 16:02:13 +02:00
Tobias Zwick
087df9f7f5
Added engine calls on hud-relates status changes of objects, new function to check whether an object is selected, misc fixes
2009-10-13 02:36:11 +02:00
Tobias Zwick
cbff400fe7
merge
2009-10-11 22:00:34 +02:00
Tobias Zwick
025eec0e78
merge
2009-10-11 21:57:31 +02:00
Tobias Zwick
669db3fe6e
docs updates, complete new player controls ~work, SetCursor returns false if trying to select a disabled crew member, HUD fixes
2009-10-11 21:44:40 +02:00
Tobias Zwick
8e5bac5071
fixed missing includes
2009-10-10 19:30:18 +02:00
Nicolas Hake
a346811dff
[win32][devmode] Keep dialogs on VPs without HWND_TOPMOST
...
It's very annoying to have developer mode dialogs on top of everything else.
Keep them on top of the current viewport, but below other apps when OC isn't
the foreground.
2009-10-10 19:02:12 +02:00
Nicolas Hake
b75e3090a4
[win32][devmode] Use correct ShowWindow flags for editing dialogs
...
SW_* flags are not bitfields, but an enumeration of values.
The old code only worked by chance, since SW_SHOWNORMAL|SW_SHOWNA is actually
9, which in turn is the value of SW_RESTORE. Since it seems non-activated
normal window size is the expected behavior, the correct value to use is
SW_SHOWNOACTIVATE.
2009-10-10 11:17:58 +02:00
Tobias Zwick
f584896446
merge
2009-10-08 20:51:31 +02:00
Armin Burgmeier
d8950094d8
DirectoryExists: Return true for the root directory ("/")
2009-09-22 22:09:13 -04:00
Armin Burgmeier
5c6a9b2347
Avoid double slashes in pathnames returned by C4Group
2009-09-22 22:07:19 -04:00
Nicolas Hake
97d7e483aa
D3D: Fix box drawing
...
Wrong blending mode led to a black background in text boxes
2009-09-22 12:43:54 +02:00
Nicolas Hake
8f7d3781e0
Applied alpha changes to D3D
2009-09-21 20:52:40 +02:00
Nicolas Hake
ecb5b9e781
Player property dialog now sets full alpha
2009-09-21 20:52:40 +02:00